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1 #ifdef REGISTER_MONSTER
2 REGISTER_MONSTER(
3 /* MON_##id   */ SHAMBLER,
4 /* function   */ m_shambler,
5 /* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED,
6 /* mins,maxs  */ '-41 -41 -31', '41 41 65',
7 /* model      */ "shambler.mdl",
8 /* netname    */ "shambler",
9 /* fullname   */ _("Shambler")
10 );
11
12 #define SHAMBLER_SETTINGS(monster) \
13         MON_ADD_CVAR(monster, health) \
14         MON_ADD_CVAR(monster, attack_smash_damage) \
15         MON_ADD_CVAR(monster, attack_claw_damage) \
16         MON_ADD_CVAR(monster, attack_lightning_damage) \
17         MON_ADD_CVAR(monster, attack_lightning_force) \
18         MON_ADD_CVAR(monster, attack_lightning_radius) \
19         MON_ADD_CVAR(monster, attack_lightning_radius_zap) \
20         MON_ADD_CVAR(monster, attack_lightning_speed) \
21         MON_ADD_CVAR(monster, attack_lightning_speed_up) \
22         MON_ADD_CVAR(monster, speed_stop) \
23         MON_ADD_CVAR(monster, speed_run) \
24         MON_ADD_CVAR(monster, speed_walk) 
25
26 #ifdef SVQC
27 SHAMBLER_SETTINGS(shambler)
28 #endif // SVQC
29 #else
30 #ifdef SVQC
31 const float shambler_anim_stand         = 0;
32 const float shambler_anim_walk          = 1;
33 const float shambler_anim_run           = 2;
34 const float shambler_anim_smash         = 3;
35 const float shambler_anim_swingr        = 4;
36 const float shambler_anim_swingl        = 5;
37 const float shambler_anim_magic         = 6;
38 const float shambler_anim_pain          = 7;
39 const float shambler_anim_death         = 8;
40
41 .float shambler_lastattack; // delay attacks separately
42
43 void shambler_smash()
44 {
45         makevectors(self.angles);
46         pointparticles(particleeffectnum("explosion_medium"), (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs_z), '0 0 0', 1);
47         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
48         
49         tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * 500, MOVE_NORMAL, self);
50         
51         if(trace_ent.takedamage)
52                 Damage(trace_ent, self, self, MON_CVAR(shambler, attack_smash_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_SMASH, trace_ent.origin, normalize(trace_ent.origin - self.origin));
53 }
54
55 void shambler_swing()
56 {
57         float r = (random() < 0.5);
58         monster_melee(self.enemy, MON_CVAR(shambler, attack_claw_damage), ((r) ? shambler_anim_swingr : shambler_anim_swingl), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
59         if(r)
60         {
61                 defer(0.5, shambler_swing);
62                 self.attack_finished_single += 0.5;
63         }
64 }
65
66 void shambler_lightning_explode()
67 {
68         entity head;
69         
70         sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
71         pointparticles(particleeffectnum("electro_impact"), '0 0 0', '0 0 0', 1);
72
73         self.event_damage = func_null;
74         self.takedamage = DAMAGE_NO;
75         self.movetype = MOVETYPE_NONE;
76         self.velocity = '0 0 0';
77
78         if(self.movetype == MOVETYPE_NONE)
79                 self.velocity = self.oldvelocity;
80
81         RadiusDamage (self, self.realowner, MON_CVAR(shambler, attack_lightning_damage), MON_CVAR(shambler, attack_lightning_damage), MON_CVAR(shambler, attack_lightning_radius), world, MON_CVAR(shambler, attack_lightning_force), self.projectiledeathtype, other);
82         
83         for(head = findradius(self.origin, MON_CVAR(shambler, attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
84         {
85                 te_csqc_lightningarc(self.origin, head.origin);
86                 Damage(head, self, self.realowner, MON_CVAR(shambler, attack_lightning_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
87         }
88
89         self.think = SUB_Remove;
90         self.nextthink = time + 0.2;
91 }
92
93 void shambler_lightning_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
94 {
95         if (self.health <= 0)
96                 return;
97                 
98         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
99                 return; // g_projectiles_damage says to halt
100                 
101         self.health = self.health - damage;
102         
103         if (self.health <= 0)
104                 W_PrepareExplosionByDamage(attacker, self.use);
105 }
106
107 void shambler_lightning_touch()
108 {
109         PROJECTILE_TOUCH;
110         
111         self.use ();
112 }
113
114 void shambler_lightning_think()
115 {
116         self.nextthink = time;
117         if (time > self.cnt)
118         {
119                 other = world;
120                 shambler_lightning_explode();
121                 return;
122         }
123 }
124
125 void shambler_lightning()
126 {
127         entity gren;
128         
129         monster_makevectors(self.enemy);
130
131         gren = spawn ();
132         gren.owner = gren.realowner = self;
133         gren.classname = "grenade";
134         gren.bot_dodge = TRUE;
135         gren.bot_dodgerating = MON_CVAR(shambler, attack_lightning_damage);
136         gren.movetype = MOVETYPE_BOUNCE;
137         PROJECTILE_MAKETRIGGER(gren);
138         gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
139         setorigin(gren, CENTER_OR_VIEWOFS(self));
140         setsize(gren, '-8 -8 -8', '8 8 8');
141         gren.scale = 2.5;
142
143         gren.cnt = time + 5;
144         gren.nextthink = time;
145         gren.think = shambler_lightning_think;
146         gren.use = shambler_lightning_explode;
147         gren.touch = shambler_lightning_touch;
148
149         gren.takedamage = DAMAGE_YES;
150         gren.health = 50;
151         gren.damageforcescale = 0;
152         gren.event_damage = shambler_lightning_damage;
153         gren.damagedbycontents = TRUE;
154         gren.missile_flags = MIF_SPLASH | MIF_ARC;
155         W_SetupProjectileVelocityEx(gren, v_forward, v_up, MON_CVAR(shambler, attack_lightning_speed), MON_CVAR(shambler, attack_lightning_speed_up), 0, 0, FALSE);
156
157         gren.angles = vectoangles (gren.velocity);
158         gren.flags = FL_PROJECTILE;
159
160         CSQCProjectile(gren, TRUE, PROJECTILE_SHAMBLER_LIGHTNING, TRUE);
161 }
162
163 float shambler_attack(float attack_type)
164 {
165         switch(attack_type)
166         {
167                 case MONSTER_ATTACK_MELEE:
168                 {
169                         shambler_swing();
170                         return TRUE;
171                 }
172                 case MONSTER_ATTACK_RANGED:
173                 {
174                         if(time >= self.shambler_lastattack) // shambler doesn't attack much
175                         if(random() <= 0.5 && vlen(self.enemy.origin - self.origin) <= 500)
176                         {
177                                 self.frame = shambler_anim_smash;
178                                 defer(0.7, shambler_smash);
179                                 self.attack_finished_single = time + 1.1;
180                                 self.shambler_lastattack = time + 3;
181                                 return TRUE;
182                         }
183                         else if(random() <= 0.1) // small chance, don't want this spammed
184                         {
185                                 self.frame = shambler_anim_magic;
186                                 self.attack_finished_single = time + 1.1;
187                                 self.shambler_lastattack = time + 3;
188                                 defer(0.6, shambler_lightning);
189                                 return TRUE;
190                         }
191                         
192                         return FALSE;
193                 }
194         }
195         
196         return FALSE;
197 }
198
199 void spawnfunc_monster_shambler()
200 {
201         self.classname = "monster_shambler";
202         
203         self.monster_spawnfunc = spawnfunc_monster_shambler;
204         
205         if(Monster_CheckAppearFlags(self))
206                 return;
207         
208         if not(monster_initialize(MON_SHAMBLER, FALSE)) { remove(self); return; }
209 }
210
211 float m_shambler(float req)
212 {
213         switch(req)
214         {
215                 case MR_THINK:
216                 {
217                         monster_move(MON_CVAR(shambler, speed_run), MON_CVAR(shambler, speed_walk), MON_CVAR(shambler, speed_stop), shambler_anim_run, shambler_anim_walk, shambler_anim_stand);
218                         return TRUE;
219                 }
220                 case MR_DEATH:
221                 {
222                         self.frame = shambler_anim_death;
223                         return TRUE;
224                 }
225                 case MR_SETUP:
226                 {
227                         if not(self.health) self.health = MON_CVAR(shambler, health);
228                         if not(self.attack_range) self.attack_range = 150;
229                         
230                         self.monster_loot = spawnfunc_item_health_mega;
231                         self.monster_attackfunc = shambler_attack;
232                         self.frame = shambler_anim_stand;
233                         self.weapon = WEP_NEX;
234                         
235                         return TRUE;
236                 }
237                 case MR_PRECACHE:
238                 {
239                         precache_model ("models/monsters/shambler.mdl");
240                         return TRUE;
241                 }
242                 case MR_CONFIG:
243                 {
244                         MON_CONFIG_SETTINGS(SHAMBLER_SETTINGS(shambler))
245                         return TRUE;
246                 }
247         }
248         
249         return TRUE;
250 }
251
252 #endif // SVQC
253 #ifdef CSQC
254 float m_shambler(float req)
255 {
256         switch(req)
257         {
258                 case MR_PRECACHE:
259                 {
260                         precache_model ("models/monsters/shambler.mdl");
261                         return TRUE;
262                 }
263         }
264         
265         return TRUE;
266 }
267
268 #endif // CSQC
269 #endif // REGISTER_MONSTER